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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Fri Sep 04, 2015 11:16 pm Post subject: GE weapon model remakes. |
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I'm working on remaking the weapon models for GE. My 1st model is the Klobb, which is currently untextured.
This model has 754 verts, and 1362 triangles.
I did do the RC-P90 ages ago, but I felt it was rather hastily made.
So, any criticisms or suggestions? _________________ This is a signature, why did you read this? |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Mon Sep 07, 2015 7:07 am Post subject: |
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First Id suggest keeping parts seperate from each other.
This is a very high poly model so you will want to show the transition from barel tubeing to the stamped metal receiver. (they shouldnt taper together seamlessly)
Refer to this image
[img]http://i0.wp.com/www.gunsandweapons.net/wp-content/uploads/2015/05/CZ-vz.61-Skorpion.jpg?w=640[/img]
The barrel is an easy measurement, it fires a 9mm projectile, so the inside of the barrel is 9.5mm (if you model the rifling, they are 8.9mm apart diameter - i.e. less than the bullet so they digg in and spin the bullet)
Otherwise looking good.
What are you modeling it for may I ask?
Trev _________________
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Mon Sep 07, 2015 3:30 pm Post subject: |
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@Trevor
This was mostly a little project to do in order to waste some time. As I wanted to re-make the GE weapons in a higher-poly format but also keep them looking like their in-game models, rather then the IRL counter-parts. I may upload the models somewhere if anyone wants to use them
Here's a model-rip of the Klobb I used for reference.
The magazine, trigger, and charging handle are the only things detached from main model, mostly for animation purposes.
I'll also need to learn how to make texture UVs for this, but I don't really know how. _________________ This is a signature, why did you read this? |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Mon Sep 07, 2015 4:22 pm Post subject: |
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Sorry for a double post, but I think I got UV texture editing right?
Model with a new texture.
UV texture.
UV edited to ft without seems on model.
I know the textures look really mediocre, but I'm trying to learn how to draw something that's not a picture. Textures are different, and are much harder for me to draw with. _________________ This is a signature, why did you read this? |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Tue Sep 08, 2015 1:39 am Post subject: |
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Quote: | This was mostly a little project to do in order to waste some time. As I wanted to re-make the GE weapons in a higher-poly format but also keep them looking like their in-game models, rather then the IRL counter-parts. I may upload the models somewhere if anyone wants to use them |
Ok, sure your doing it for your own enjoyment and to waist time, but personally I dont see the point. (one of my pet hates is "Oh, nostalga, lets make it all crap and blocky and people will think its from the 90's and love it!" attitude. Dont get me wrong, there are those who do like it, hence the market for it)
Im not being rude, let me explain.
You have the ability to make hi-poly models, you are not restricted in anything except what you deem fit yourself.
GoldenEye WAS restricted, they had to take shortcuts while trying to resemble the original model.
If you copy the lo-poly model and want to keep it looking exactly like GE, then the works already done.
If you improve it, its no longer a copy of GE and then I ask again, why not improve it to the Original Design AKA CZ VZ63 Skorpion (Yes, 63, not 61. GE uses the 63 variant 9mm, while the 61 is 7.65mm)
GEXBLA re-made all the guns back to hi-poly real varients (except the fictional guns)
Anyway, Texturing, You texture very different to myself. I mean, I like it, but it is very different. There is a lot of waisted texturespace. Again, this is a difference of requirements. While you dont have any, I keep to below 64x64.
Id need to see something other than the magazine to really pass comment.
Trev _________________
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Wed Sep 09, 2015 12:22 am Post subject: |
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Been doing some tweaking to the model. Mostly to look less blocky.
The new redone textures are WIP, but it shows I put some more time in it than before.
Above shows some WIP textures.
I added a hinge to thew railed stock, so it looks less ugly, I also fixed an error with asymmetry on the back of the model near the grip.
Texture UV:
(I do know I copied and pasted for the center. Sorry 'bout that. It actually doesn't look that bad on the top of the model)
And yes, that's Mr. Klobb's name engraved there, since he was named after the Klobb.
EDIT: View of the Klobb in 1st person.
 _________________ This is a signature, why did you read this? |
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Jhirmer614 Agent

Joined: 19 Mar 2008 Posts: 116
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Posted: Sat Sep 12, 2015 3:47 pm Post subject: |
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this would be awesome for a custom weapon pack for GoldenEye source. |
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DF Ank1 00 Agent


Joined: 17 Feb 2009 Posts: 512 Location: Feldkirch, Austria  |
Posted: Fri Sep 18, 2015 6:54 am Post subject: |
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are there other weapons in progress? _________________ -----------------------------------------------------
Alec: Half of everything is luck James.
James: And the other half ?
Alec: Fate |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Sun Nov 08, 2015 5:05 pm Post subject: |
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I actually lost a-lot of progress when I got a new computer, and made an early back-up.
I'm just going to work this into a proper Skorp model. _________________ This is a signature, why did you read this? |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Mon Nov 09, 2015 5:53 am Post subject: |
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Id assume unless the reason for a new PC was a dead old one you could simply run both and copy-paste the files.
I missed the textureing of the receiver, nice job although I notice you baked the shading into the texture.
Depending on how you use the model it may be better to use realtime lighting for complexe animation shading advantages.
Trev _________________
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Tue Nov 10, 2015 12:17 pm Post subject: |
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I've also learnt how to to work with UVs a tad better, now, along with a couple modelling strats from looking at models from other games.
May try to apply them to make a higher quality model. _________________ This is a signature, why did you read this? |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Tue Nov 10, 2015 7:36 pm Post subject: |
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WIP of a Klobb UV (Along with the new, revamped model)
 _________________ This is a signature, why did you read this? |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Wed Nov 11, 2015 10:02 am Post subject: |
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Starting to take shape nicely.
Not sure what the screen on the left is all about...?
Trev _________________
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Sat Nov 21, 2015 5:54 am Post subject: |
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Finished the Klobb/Scorp.
Went thru some design changes while making it, can make a GE styled texture, if wanted.
 _________________ This is a signature, why did you read this? |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Sun Nov 22, 2015 4:47 am Post subject: |
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Nice, although can I make a few suggestions.
Increace the diameter of the Barrel-Receiver Connecting peice, you can see on the Skorp that it starts about 1/2 way between the diameter of the barrel and the receiver and then curves out to the full receiver size (and squares off from cylindrical)
There are pins you can add to the lower receiver to add detail rather than the solid block (this is what rare attempted by using the recycled texture)
The front of the lower receiver should be curved inward, not a totally straight line (straight line was a lo-poly shortcut by rare, High Poly models should include it)
You could try your hand at the wooden grip texture.
Cocking handle looks good, but make the receiver channel narrower.
Post more views of it too.
It is looking way better than the first model though
Trev _________________
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